That's still true for me, dammit! Michael Drill is a love letter to pro wrestling. It boasts all official D&D 5E classes and new subclasses of Blood Hunter.
I'm not a fan of wrestling myself, so I'm sure many references came to my head, but I totally enjoyed this supplement. Each subclass boasts a unique niche for each class, with plenty of new tools for players to play.
I stepped into this review in the hopes of everyone becoming a wrestler, but there was a lot of creativity and variety in the design of the subclass. There are various other jobs that run special effects experts, announcers, hype men, and professional wrestling gambits.
Michael's passion for wrestling and excellent game design is still realistic for me, DAMTIM! A staggering pick for $4.99, especially if you're a wrestling fanatic.
format
The format is incredible. The layout, combined with ERF Jordan's expert editing, introduced the supplement's unique identity while still making it easier to read.
The hyperlink on the table of contents made it easy to navigate. It's not a supplement that's just 21 pages long, but it's a good quality of life addition when players want to level up and quickly find out what the new feature is.
We cannot fully praise the efforts described in this section. Editing and layout made this supplement a different level.
Artwork
The artwork is amazing. Each subclass has a full-color example character that comes with an introduction created by Sandika Rakhim. These served as both a great way to split each subclass, and a useful visual to help you imagine what this subclass looks like and feels.
The interior artwork was a great boon for someone like me who wasn't involved in professional wrestling. I'm sure I got a bit lost without these great visuals to set the tone for my subclass.
I love the cover art included at the beginning of this review by Kaitlyn Leeds. Dwarves that hold back your mind flayers are the perfect way to set the tone for this quirky, creative, and most importantly, fun supplement.
A subclass for everyone!
“Subclasses for everyone” have two meanings. The first is that all 13 formula 5E classes have literally subclasses. This is a feat in itself, due to the enormous amount of the class and the time that must have taken to give each one a unique flavour and mechanism.
However, supplements keep extra distance and provide subclasses for Blood Hunter. For me, it would have been enough to stick to the official class. I had no idea about it, but it was good to see the popular homemade classes gain even more love.
Needless to say, 14 new subclasses are studded with a variety of roles. This will give players a brand new niche opportunity for several classes to seduce players to try these classes in their preferred party roles.
Players who are more interested in skill challenges and support roles are probably not those who are interested in playing fighter jets. However, General Ring is a great subclass, while keeping his preferred playstyle in a taxi, even when such players try out the class.
Unique niches and fun mechanics
Designing 14 subclasses is not an easy thing to tackle, but somehow Michael made them all work perfectly. Each has a unique and flavorful identity. However, their wrestling identity does not carry a subclass.
The unique mechanics and niches these subclasses have can carry weight if the player wants to take the intended flavor in another direction.
More importantly, not all subclasses revolve around dealing damage. There are many things, but there are plenty of unique ones that offer players other options in and out of combat.
For example, Grave Digger Sorcerer opens a control-centric magician build. You'll be open to several options to use magic points or use the unique features of subclasses to block creature savings and movement. Combining these features with some control spells will allow you to throw large crowd controls at enemies.
Personal favourites
I wanted to close this review by highlighting two of my favorites, but for me it's realistic. It was difficult to choose, but I managed to take the vows of Mask Paladin and Tag Team Domain Cleric. Although the Heat Wizard school was a very close second.
Both these subclasses explore niches that have ingrained in both the identities of the clergy and the paladin, but they show new ways for them to explore their classic roles.
For clergy, the tag team domain provides support in the form of buffs as well as some new positioning tools for allies.
However, the Paladins have acquired some new ways to defeat Hell from their enemies. Especially in a one-on-one duel.
Tag Team Domain Cleric
Don't get me wrong, I love to do great damage. But my true love in 5E plays a role in support. Buffing allies and hindering enemies is a satisfying play style to play.
Tag Team Domain Clerics have a lot of cool features in this niche.
The premise of the subclass is that the clergy chose their allies to become their partner. While they partner with the clergy, their allies will have an advantage in saving throws against being fascinated, scared or unnerved. This is a solid feature as there are no resources and no cooldowns.
Level up and there are other ways to help your party or partner. You can use channel divinity to trade with allies before the attack hits, and reposition nearby allies towards you for bonus actions (ignoring difficult terrain).
This subclass is to help all allies. You are trustworthy and will always push people out of their restraints or immediately boost if you're at the door of death.
It is also an interesting subclass from a mechanical perspective. Many clergy spheres open up opportunities for clergy in close proximity, but do not necessarily encourage them. All Tag Team Domain features encourage people to stay close to parties and move around the battlefield and attend everyone.
The Mask Paladin's Vow
Taking a mask vow means that the paladin has become a symbol. This can inspire people and terrify the hearts of enemies. The oath leads to the belief of the paladin, but the sense of honor is the requirement for the mask paladin's oath.
It also means that the Paladin is wearing a literal mask that cannot be removed in front of others. So that their vows are not broken. I found it inconvenient for eating, drinking, and sleeping purposes, but on the other hand, getting +1 AC when wearing it, it's a worthwhile trade-off.
This subclass is based on inspiring others and being a symbol. That symbol is up to you, but you are still a symbol. You can change the form to suit your needs, inspire allies when doing charismatic checks and salvation, and seek vengeance on enemies that hurt your friends.
If the words don't work, use your fist (or weapon)! The Mask Oath is equipped with a spell to hold back your enemies.
Put on your mask and become a hero!
The final thoughts about it are still true for me, Dammit!
This was an amazing supplement. It's worth just $4.99 here.
It's not easy to tackle 14 unique subclasses at once, but Michael Drill nailed it. All of these are wonderful, unique and packed full of professional wrestling flavors! I'm not even a wrestling fan, and I've enjoyed hell from now on.
There is a new path to playing healthy sampling of new tools to engrave new tools into your class, and playing proven class archetypes.
If you want to be weird with the D&D 5E, this is a great pick. If you're looking for a new spin inspired by your old favorite wrestling, put this on your wish list. That's still true for me, dammit! I set a high bar for my review this year and it's only January!